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In essays on the subject of centricity, I've most often used the image of a geometrical circle, which, as I explained here,  owes someth...

Showing posts with label wizard king trilogy. Show all posts
Showing posts with label wizard king trilogy. Show all posts

Wednesday, August 22, 2018

THE FOUR AGES OF DYNAMIS PT. 2

I should first note that my statements about the *dynamis* appropriate to each of the 'four ages of man," as mentioned in Part 1, does not imply anything regarding the amount of actual power any given character within a mythos can display. In GRAVITY'S CROSSBOW PT. 3 I cited examples of protagonists in four features, each of which represented one of the four Fryean mythoi, noting that all of them were roughly comparable in terms of their power, even though each of the four-- Buffy Summers, Harry Potter, Ranma Saotome, and Doctor Manhattan-- was conceived to obey a very different "power-of-action." Later, in BUFFY THE MYTHOS SLAYER, I referenced this foursome again, but decided to change the representative of irony into "Marshal Law," simply because Doctor Manhattan was just one starring character in the graphic novel WATCHMEN.


My discussion of "the four ages" in Part 1, though, makes me realize that in both arguments, I subconsciously chose at least three protagonists who were in the "summer" portions of their lives, even though only one, Buffy Summers, belonged to the mythos appropriate to summer. Harry and Ranma are, like Buffy, both within the same "summer" range, going from late teen years through the twenties. Only the two protagonists I chose for the irony-representative-- first Manhattan and then Marshal Law-- suggest something more of the protagonist who is tending toward the "autumn" of middle age.

So, just as a mental exercise, I decided to look through some of the combative ironies I'd analyzed, to see if any of them even starred characters in their "summer" years. And here's the closest I've found to a "combative irony" hero in his summer-years, pictured in a particularly doleful sketch by creator Wally Wood.




I've discussed Wood's Wizard KIng "duology" in two essays, as well as devoting a separate essay to the reasons I determined the story of Odkin to be an irony-story rather than an adventure-tale. Odkin, though an extremely reluctant hero, proves himself capable of cutting goblin-throats--



Or contending with giant insects.



To be sure, since Odkin's people "the Immi" are said to be capable of living to age 300, it's hard to say what age he is. Further, Wood undercuts the reader's Tolkien-esque expectations by making the Immi, unlike Tolkien's hobbits, to be so sexually active that Odkin's father is also his brother. This detail, which is disclosed early in the first volume of the duology, aptly communicates the tendency of the irony-mythos to depict a world dominated by irrational laws. Since our own world is governed by laws that many persons consider rational-- include proscrptions against incest-- the world that Odkin regards as normative must perforce seem somewhat out of whack.

Having established four summer-age protagonists for the four mythoi, my next inquiry leads me back to the exemplary actions formulated by Theodore Gaster for his four types of religious ritual. In Part One, I boiled these actions down to:

COMEDY-- the presentation of incongruity
ADVENTURE-- the presentation of combat
DRAMA-- the presentation of a scapegoat's explusion
IRONY-- the presentation of communal mortification

Ranma Saotome adheres strongly to the first exemplary action, given that he's a male character who's constantly humiliated after being cursed to transform into a girl when struck with cold water.



Buffy Summers, as discussed in greater detail, is focused primarily on acts of combat, encoded in her nickname of "vampire slayer."



For Harry Potter, his entire status as "the Boy Who Lived" suggests a death averted. His creator pursues this theme to the final book, DEATHLY HALLOWS, with many suggestions that Harry may meet his doom, much in the manner of the scapegoat who perishes to avert evil from the community. Harry seems to accept his doom with lamb-like equanimity, but other forces save him and death takes his enemy instead.



Odkin seems a bit like a scapegoat as well, since early on he's expelled from his community by a drawing of the shortest straw. However, the longer that the Immi-- who is a tricky type by nature-- travels in the greater culture, the more he's besieged by deceptions greater than any he can muster. Granted, the elf-like protagonist is too pragmatic to indulge in the sort of histrionics Gaster finds characteristic of the mortificative mood; actions like fasting and lamentation. Nevertheless, Odkin, unlike Harry Potter, really does die, and he only survives the remainder of his narrative because his wizard friend Alcazar creates a duplicate of him, telling the second Odkin "in a sense you are your own father and mother." Following the defeat of the evil enemy, Odkin's final words in the duology are the ironic pronouncement, "It is living that can kill you." This may be the closest Odkin can come to voicing a lament of the world's fundamental corruption.

Friday, May 27, 2016

FANTASIES OF INNOCENCE AND EXPERIENCE

In my review of Wally Wood's THE KING OF THE WORLD, I had to give some thought as to what Fryean mythos it fit. I alluded to the differences between Wood's work and the work of Tolkien, whose Middle-Earth tales had some degree of influence upon KING.

Tolkien's good characters are largely good all-through, except when unduly influenced by the corruption of the One Ring. But not only is Odkin a natural born deceiver himself, he clearly lives in a world where deceit lurks around every corner. This aligns KING OF THE WORLD with Frye's concept of the "irony-mythos," which I'll discuss in a separate essay.
When Northrop Frye used the term "irony" as a category for a type of storytelling, he was of course aware that the word originally connoted a sort of intentional deceit, as per Merriam-Webster; "the use of words that mean the opposite of what you really think especially in order to be funny."

But the nature of irony is elusive, and is often confused with comedy. I've discussed the difference in various essays and won't repeat it here. But it's far more rare to see the "mortificative" effects of the irony-mythos strongly associated with the "invigorating" effects of the adventure-mythos. The majority of ironic jests at the expense of heroes and heroic fantasy are usually too emotionally distanced to allow for invigoration, a pattern seen in such films as 1967's FEARLESS FRANK and 2013's THE LONE RANGER. In my essay SOMETIMES THEY WIN, SOMETIMES THEY LOSE I noted the opposed dynamic of the two mythoi:

...the function of *adventure* is "to impart to the audience the "invigorating" thrill of victory, with little if any "agony of defeat," while in contrast "the heroes of ironic narratives usually don't win, but when they do, it's usually a victory in which the audience can place no conviction."

And yet, though I hold to the belief that every coherent story is dominated by one myth-radical, it's not impossible to juggle the fundamental appeals of two or more mythoi so that they *seem* almost inextricable-- one prominent example being the 1966-68 BATMAN teleseries. In A WHIFF OF BAT-IRONY  I wrote:

It's often been observed that the teleseries-producers pursued a two-tier approach with BATMAN.  They knew that children and some adolescents would take the adventure-elements seriously, while the adults would be entertained by the ironic distancing conveyed by the dialogue and some of the more overtly absurd situations (e.g., Batgirl almost fails to rescue Batman and Robin from a death-trap because she's careful to obey local traffic laws).  Yet, because of the two-tiered approach, Dozier and Co. couldn't avoid validating-- rather than subverting-- the most representative element of the adventure-genre: the *agon*, the fight-scene in which good wins out over evil.

My initial difficulties in determining the myth-radical of KING OF THE WORLD may have stemmed from the fact that Wood also pursued something of a two-tier approach. As I stated in the review, Wood's original idea for his fantasy was formed in his childhood, and so the adult Wood surely wanted to call to mind his youthful, "innocent" love of fantasy-tropes in the course of KING. Thus KING shows invigorative elements as the young, somewhat cynical hero encounters simple wonders like an eye in the door of Alcazar's sanctum--



Or when Odkin finds himself caught up in the fury of large-scale battles, as if he had wandered into the world of Hal Foster's PRINCE VALIANT (reputedly one of Wood's early loves).





But note that even on the page depicting pitched battle, there's an element of deceitfulness that would have been foreign to Foster's classical-art approach. Odkin's people "the Immi" ally themselves to human soldiers against the Un-Men, and they battle with a "two-tiered approach," the Immi striking low while the soldiers strike high. The page even ends with the main character appearing to flee the battle. As it turns out, Odkin has fled to enlist the help of the giants called "the Earthmen," which became the cover-image of the original release.



But despite all these moments of exciting adventure, the reader loses some conviction in the significance of the victory for assorted reasons-- the main one being the final page, wherein Odkin realizes that the sword's influence is making him uncharacteristically heroic. He tries, and fails, to fling the sword away, and so the installment ends with the picture of him being obliged to pursue the role of stalwart hero.

There's nothing comparable to this will-lessness in William Dozier's BATMAN. Dozier's hero may be corny and square as hell, but no one forces him to dress up in a bat-suit. Dozier mocked a lot of the heroic fantasies associated with superheroes, but as I said above, the *agon,* the fight-scene, still carries its invigorating charge, even with the POWs and BAMs inserted-- largely because Dozier guessed that the younger part of his audience would not accept Batman being turned into a comic stumblebum.

In contrast, Wood's long association with the fantasy-genre gave him an almost peerless ability to conjure forth spectacles of exciting, enthralling strangeness. However, perhaps because the domain of comic books was a cutthroat business, or perhaps because he gained signal fame through his association with EC Comics, Wood chose to undercut the fantasies of heroism with Odkin-- whose wits and survival skills become the tools of a manipulative, if benign, controller.

What's interesting is that while Dozier's creative choices may have been informed by his reading of television audiences, Wood was seeking to create an audience for his own work. He could have done a "fantasy of innocence" that was barely influenced by the "fantasies of experience:" a work fully in the tradition of Tolkien, if not Foster. Yet KING OF THE WORLD, when read attentively, is a deeply ironic narrative that would seem to reflect Wood's own acerbic personality, at least far more than a straight Tolkien knock-off would have.

Wednesday, May 25, 2016

NEAR MYTHS: ODKIN SON OF ODKIN (1981)

To elaborate on his definition of mythical thought, Levi-Strauss drew an analogy to "bricolage": "Mythical thought is therefore a kind of intellectual 'bricolage'" (p. 17). The French verb, "bricoler," has no English equivalent, but refers to the kind of activities that are performed by a handy-man. The "bricoleur" performs his tasks with materials and tools that are at hand, from "odds and ends." He draws from the already existent while the engineer or scientist, according to Levi-Strauss, seeks to exceed the boundaries imposed by society. "The scientist creating events (changing the world) by means of structures and the 'bricoleur' creating structures by means of events" (p. 22).-- Janine Mileaf.

As I said in my previous essay, Wally Wood's second installment of his "Wizard King" concept-- completed at a time when Wood was seriously ill, with considerable fill-in work from his assistants-- was by no means as successful as 1978's THE KING OF THE WORLD.



For my purposes, though, ODKIN is the perfect illustration of the virtues of the "near-myth." Levi-Strauss' view of the process of "bricolage"-- which other sources compare to the idea of a "brick-layer"-- was articulated only with regard to "mythical thought," but in truth it compares to any creative thought, and therefore to the whole of literature. When Aristotle perceives the genesis of the great tragedies in the ritual dramas of the so-called "goat songs," he affirms that simple components can be used to construct larger, more ambitious structures.

Wood, who never found a long-term hospitable berth at any comics company, paid most of his bills by taking on diverse assignments. This may have inclined him to a sort of "handyman" approach to his art. KING OF THE WORLD shows Wood extending himself to emulate the classical rigor of Hal Foster's PRINCE VALIANT, but even in KING there are some rambling, episodic sequences, and a few concepts that don't fit the faux-medieval fantasy-world (more on which shortly). ODKIN, however, really is a work of "odds and ends," comprised of three chapters that have no more rigor than a "Dungeons and Dragons" scenario. In fact, the first chapter-- which barely relates to the other two chapters-- is titled "Table Top Land," and is named for a miniature table-game that a wizard uses against his enemies.

The latter chapters explain the meaning of the title, for Odkin literally dies in chapter two, and is resurrected in chapter three through the technological magic of the wizard Alcazar. So the second Odkin is "odd kin" indeed: Alcazar tells Second Odkin: "in a sense you are your own father and mother." In KING Wood flirted with incest-tropes by claiming that Odkin and his father shared the same mother. In addition, the lost King Atlan was preserved from death in the same way as Odkin: whenever the evil Anark managed to slay the King, the monarch simply came to life in another identical body, also implicitly the creation of Alcazar. This element was the only time I felt one of Wood's "bricks" had been badly laid, for the idea of extra bodies seems purely science-fictional, and was an idea he recycled from the "Noman" feature in 1965's THUNDER AGENTS.






In addition, the big conclusion of Odkin's quest lacks the dramatic heft that Wood set up in the first book. Odkin has been manipulated, albeit out of necessity, into infiltrating the crypt in which Atlan has been placed in an eternal sleep, much like a medieval Arthur waiting for rebirth. However, the only way Odkin can free Atlan is to chop off the head of his sleeping body, so that Atlan's spirit will re-incarnate in one of the bodies controlled by Alcazar. Since Odkin is under the wizard's control when he does the deed, this removes any potential drama from the situation-- and even First Odkin's subsequent death lacks much in the way of pathos. Later, Second Odkin must return to the site of the first one's death, in order to reclaim the magical Sword of Atlan, much as Noman often had to seek out one of his dead android bodies in order to reclaim the irreplaceable invisibility cloak.  Odkin beholds his own dead body-- but Wood can only give the scene a strange detachment. Then the story moves move on to a short-term quest, sending Odkin after a mystic jewel that's been stolen by a dragon, which seems to be little more than an unsatisfying analogue to Bilbo Baggins' encounter with Smaug. Wood also tosses out the names of two opposed gods, "IAM" and "AMNOT," but though these sound like principles of affirmation and negation, Wood refuses to invest any attention to the metaphysical symbolism he himself suggests.



In short, ODKIN SON OF ODKIN is an assortment of odds and ends, lacking the relative unity of KING OF THE WORLD. But certainly many of those conceptual "bricks" possess considerable mythic power by themselves, even if they aren't assembled into a satisfying structure. In contrast to the works I've labeled inconsummate, the symbolic value of the building-blocks has not been distorted. The value merely "lies in state," like one of Atlan's bodies, and fails to come alive.

Tuesday, May 24, 2016

MYTHCOMICS: THE KING OF THE WORLD (1978)

I stated in my review of HICKSVILLE that it consisted of nothing but elitist pie-in-the-sky, stating that "...n the real world, where professional artists have to use their skills to put food on the table, the idea of Wally Wood devoting countless hours to a never-to-be-published fantasy-epic is a pipe dream at best."



And yet, I could wish for a Gaiman-esque dream-library in which Wally Wood's ambitious "Wizard King" trilogy had not only been completed, but had been realized in its fullest artistic potential. Currently, one can go on Amazon and see sellers marketing "the Wizard King Trilogy," but only two parts of the series were completed, making it more of a "duology." In addition, the second part, entitled ODKIN SON OF ODKIN, is considerably less successful, so much so that I'll deal with it in a separate post as a "near-myth."

Wood, born in 1927. claimed to have conceived of the Wizard King story when he was 10. The artist, despite his fame for his work at EC and Marvel Comics, didn't leave (to my knowledge) any more detailed descriptions as to how the project might have changed in his mind over the next forty years, but I strongly suspect that he, like other artists around that time, saw in the success of THE LORD OF THE RINGS a possible way to court fantasy-fans and also escape the repetitious mill of serial comic-magazines. At least one quote suggests that Wood had read Tolkien before undertaking KING OF THE WORLD, and in my opinion KING recycles many of the same tropes used by Tolkien, though seen "through an EC-vision darkly," as it were. It probably didn't hurt that the "Dungeons and Dragons" game, first marketed in 1974, became successful precisely through mining similar tropes.

Yet in the first installment at least, Wood is doing far more than simply replicating simplified versions of Tolkien. Whereas the English author wanted a firmly traditional "long story," Wood is more concerned with using the fantasy-tropes to exercise his mordant wit and his love of raunch.

(SPOILERS FOLLOW)

Just as Tolkien's protagonist Frodo inhabited the Shire, a remote gathering of hobbits, Wood's protagonist Odkin inhabits the remote village of "the Immi," a short-statured, pointy-eared people who value prudence above all else. When a mysterious shadow haunts the village, someone must go forth to seek the counsel of the wizard Alcazar, but Odkin doesn't sally forth from his small village in quest of adventure or to fulfill duty, but because he draws the short end of a stick. The Immi do, however, like a good shag, and before Odkin sets out on his quest he gets a sexy sendoff from several of the village maidens, which is at least more generous than anything the Shire did for Frodo. While Frodo must leave to protect the Shire from the agents of Sauron, it will eventually come out that the haunting shadow is actually sent by Alcazar, because the manipulative wizard needed one of the crafty Immi to serve his designs. I choose to reveal this plot-thread because it seems to me the most representative of the difference between Tolkien and Wood. Tolkien's good characters are largely good all-through, except when unduly influenced by the corruption of the One Ring. But not only is Odkin a natural born deceiver himself, he clearly lives in a world where deceit lurks around every corner. This aligns KING OF THE WORLD with Frye's concept of the "irony-mythos," which I'll discuss in a separate essay.

Alcazar's first lie is to tell Odkin that to dispel the shadows haunting his village, the dwarvish Immi must get hold of a magic sword imbedded in a tree (a clear borrowing from one of the many variations of the Excalibur myth). Throughout the KING continuity, the sword of Atlan (once the possession of an exalted Arthur-like ruler) takes the role served by the One Ring in Tolkien: the magic whatzit over which both good guys and bad guys contend. On his way to find the sword, Odkin encounters "Iron Aron,"a hulking, not-too-bright warrior, who is also seeking the blade, and whom Odkin cleverly sends in the wrong direction. Aron overtakes the Immi at the tree-site, and, failing to pull the sword free for lack of a "pure heart," snaps it in two. The interference with the sword sparks the appearance of a player Alcazar failed to mention: the Wizard King Anark, who covets the sword now that it's been freed. The giant spectre does nothing more than loom over the Immi, but Odkin chooses to flee with the larger half of the broken sword, leaving Aron to take frustrated custody of the other half. (Later it will also be revealed that Alcazar projected the illusion of Anark to propel Odkin into activity.)



Like Gandalf, Alcazar does have a long-term beneficent design: he knows that Anark is plotting to make war on all civilized kingdoms with his army of bestial "Un-Men." For reasons too complicated to explore in this blog-post, the only defense against Anark is to release the spirit of the living-dead ancient ruler Atlan from an enduring sleep brought about by the Wizard King. Again, Alcazar chooses Odkin to do his dirty work, and again Odkin must wade through assorted supernatural menaces, including a battle to save his people from the Un-Men. This battle culminates in Odkin releasing a horde of rock-monsters to help his side, although Alcazar perishes-- or appears to do so-- at the hands of Anark's demon patron.


Though Odkin did go on to accomplish his task for the most part in the second and last volume, KING ends on a note that seems a deliberate satire of Tolkien. While Frodo had to worry about being corrupted by the One Ring's Faustian influence, in the last two pages Odkin worries that the sword is "poisoning his mind" by forcing him to act altruistically. But he's unable to fling the sword away thanks to the influence of the maybe-deceased wizard. The volume ends as one of Alcazar's minions descends in a winged flying boat in order to help Odkin on his quest. The minion's words are the last in the story: "Let us be off! Adventure awaits us!" Yet the last image-- of Odkin and the minion flying into the sky-- is not just poetically evocative of the liberating spirit of fantasy, but also a subversion of it, imparting a sense of the forlorn to Odkin's quest.